Should there be a mechanic that promotes taking occasional downtime at a tavern or some such? I'm talking about a buff for being rested, or a battle fatigue mechanic? I'd like to see some *reason* for a tavern to exist way out in the countryside, and having them provide a service should go a long ways towards making taverns be a thriving location.

Should there be a mechanic that promotes taking occasional downtime at a tavern or some such? I'm talking about a buff for being rested, or a battle fatigue mechanic? I'd like to see some *reason* for a tavern to exist way out in the countryside, and having them provide a service should go a long ways towards making taverns be a thriving location.

Personally I would love to see a hunger and thirst bar like you have in Mortal or Wurm Online. If you go without eating long enough you get some form of penalty, such as reduced strength from hunger and reduced movement speed from thirst.

Then you have a morale buff from listening to music, sleeping in a well kept bed, and eating a warm solid meal. Say you have 10% more health, or something. You might also include a small movement speed bonus for mounts that are kept in a stable.

The longer you stay out on the trail eating dried meat and nuts, the lower this bonus gets until it goes away. Getting a better sleeping bag and tent, or having some fancier trail rations such as a bean stew will slow down the loss of this bonus, but either way unless you eat a solid meal and sleep in a real bed with a real roof over your head, you lose some of it.

You would also make taverns a place where you could hire henchmen, or perhaps play mini-games like cards and dice with other players or NPCs.

Add some NPC traders that randomly travel around the world who will always stay in an inn if there are no other inns nearby and the prices are reasonable, and sometimes stay in inns in areas with a higher concentration of inns, and you have a viable business.

I wouldn't go further than a battle fatigue and wound healing mechanics like SWG had. There could be benefits you gain such as buffs, but BF/wounds should be the only penalty that requires you to return.

I was thinking of something like a battle fatigue system. The more you do "stuff" (could be crafting, adventuring, mining, what have you), the more your battle fatigue goes up. At certain thresholds, you start taking penalties (-5% accuracy, healing, and damage done) and so forth. This could be alleviated by different things at a tavern: bards, cards, ale, any of a long list of recreational events.

I like the idea of rested buffs, but I wanted this to be a more interactive downtime, something to promote the social life of a game. Getting ready to head out? Cool, burn that fatigue at the tavern for 5-6 minutes and chat it up with the other ne'er-do-wells!

I wouldn't go further than a battle fatigue and wound healing mechanics like SWG had. There could be benefits you gain such as buffs, but BF/wounds should be the only penalty that requires you to return.

SWG is exactly where I was going with the whole battle fatigue system. I hadn't thought to implement the wound system, but I also rather like that as well.

Should there also be a consumable item that bypasses this requirement? Some kind of stamina potion?

I would say that such a consumable should stave off the effects, give you a grace period, but shouldn't remove the need. If someone wants to make a career as a tavern bard, healing the minds of the masses, we shouldn't stop them. Besides, the whole goal of this is to increase interdependance and social interaction. Buying a potion as a replacement method makes this concept somewhat invalid, as older and more wealthy players would just carry a batch of these potions instead of hitting the tavern. I want newer players to sit in the same tavern as an old player, take a look at what they have, and go "I want to be like that guy!".

There will be players who don't like that, but I suppose they can either get really good at making campsites, or just deal with it. Then again, if it's built into the game from day one, who's to really complain?

There will be players who don't like that, but I suppose they can either get really good at making campsites, or just deal with it. Then again, if it's built into the game from day one, who's to really complain?

Well, I don't think whatever system should take that long to resolve, unless you've maxed out your battle fatigue meter. I would like to see maybe 5-10 minutes every other session in a tavern. It doesn't seem like much, but its a good way to promote a community.

I think that's it, build it into the game from the beginning. It's a buff, to get a good night's sleep or a hot meal. It isn't required, but use it when it's available. On the trail, make a hot drink for a lesser buff, especially in lousy weather...

Just thinking, maybe lousy weather and such could play in how fast the buff fades.

SWG's 'health' system is my favorite created so far. You can have potions and spells that can heal wounds, but like SWG they should require training in a certain skill to use, and the best heals should be for those that are heavily invested in certain professions.

SWG has gone as far as i feel you should with a system to force social interaction. A solo player could go a little medic/scout then take a combat profession, but they would still have to return once a play-session or so(if they aren't dying or over-exerting them selves constantly).

On average it shouldn't take you more than 1 minute to heal up basic wounds, if you've been neglecting healing, or get hit by a strong fatigue poison, it should take up to 5 minutes. After that there should be a max of 5 minutes to fully buff a character(if such a system exists).

As for how you get fatigue, it should require a bad poison, or constantly being brought to the brink of death to really show. You should be able to play for quite a few hours before having to return for healing. Since the game is going to have a 'go back and loot your body' mechanic, you should revive 'refreshed' and not have any healing, just re-buffing(if available).

I wouldn't go further than a battle fatigue and wound healing mechanics like SWG had. There could be benefits you gain such as buffs, but BF/wounds should be the only penalty that requires you to return.

SWG is exactly where I was going with the whole battle fatigue system. I hadn't thought to implement the wound system, but I also rather like that as well.

The wound system was, possibly my absolute favorite feature of Wurm Online. The way they had it you took damage in the form of wounds. Light wounds would heal themselves, medium wounds would stay forever, and anything worse than a medium would cause you to slowly bleed to death.

Was always fun to have some half dead explorer stumble onto your farm so you could desperately try to stop them from bleeding to death. Had a few die, saved a few, but it was always an intense experience that really got you in to the game.

It was also a very social experience. You might get the bleeding to stop and then you would work together to find more potent ingredients for healing covers that could actually heal the wound. And once I saved them I always offered them some food and told them they could stay on my farm until they were fully healed. Might even light up my forge and make them some gear while we waited.

Anything in this game that resembles the wound system, be it the same thing, or just debuffs that take a long time to go away unless you get a hot meal and a warm bed, would be awesome. Wounds draw communities together IMO.

I really do think there ought to be mechanics built into the game that ensure players have the opportunity to get up and walk around for a bit every 2 hours or so for about 15 minutes.

It's perfectly fine if some players don't want to do get up and do this; the game mechanics are for the players who do and who are asking for there not to be strong in-game incentives for them to forego this.

I would expect that larger groups doing raid-style content, or planning a major raid, would take that 15 minute break at the beginning of their foray, to ensure everyone is synced up and going to be at 100% effectiveness for the next two hours.

I would try to keep in mind that the main goal is to give players who want a break an opportunity to get up and walk around for 15 minutes every 2 hours without feeling like they're missing out on the game.

I don't know what the goal is. I just figure that if people can get a buff for being rested, or there's a battle fatigue mechanic, either one is likely wiped on death. So after respawning, people will want to get those buffs back.

The OP asked about taverns in the countryside. I'd expect that if taverns or campsites are where people go to get some rebuff, then there will be taverns or campsites built close to each respawn point. People will naturally pass through, and more social players or people looking for a helpers would obviously seek them there.

I like the idea of a mechanic that encourages people to congregate. It definitely helps build community. Of course, something that penalizes you for going on a marathon wilderness expedition wouldn't be very cool, so it's a tough balancing act.

I think giving news and information in taverns would cause everyone to return to them regularly. Some of the blog posts give me the strong impression of a living world.

If I could learn people were being ganked to the NW, Orcs were gathering in a war band to the east, zombies had been seen shuffling out of some recently unearthed crypts to the south, and chartered company X was building a settlement 5 miles W; it would inform my actions in game. It would also encourage me to always go by the tavern when I had the chance.

I totally agree about creating spaces in-game that are natural draws for characters who are looking for something to do.

I think the mechanic to give people a break every couple of hours is a separate thing. Some people will always see the lack of a bonus as a penalty, so it's probably not possible to create this mechanic in a way that it doesn't feel like "something that penalizes you for going on a marathon wilderness expedition".

I do like the idea of being able to periodically take breaks (even being encouraged to do do), or to leave the game without logging out.

I'm envisioning something like a special campfire that provides a circle of protection. Obviously it would be limited - you wouldn't be able to place it or enter its effective area to flee combat. You might not be able to cast spells within its confines, so it isn't a refuge from harm while the cleric heals everyone to full strength.

Just say, a fire with a timer (10 minutes) to pause from the game. Maybe a small rest buff. Can be used once every 2 hours? If you don't come back before the end of the timer, you're logged out there.

I would be hesitant to create any mechanic that granted invulnerability, in the field or elsewhere. But I also see the problem with incentivizing players to have to go back to town every two hours. And you can't realistically expect them to walk away and leave their characters vulnerable.

Maybe there's something that can be done to allow a group to quickly travel to a safe settlement, then quickly return to wherever they were in the wilderness?

I would be hesitant to create any mechanic that granted invulnerability, in the field or elsewhere. But I also see the problem with incentivizing players to have to go back to town every two hours. And you can't realistically expect them to walk away and leave their characters vulnerable.

Maybe there's something that can be done to allow a group to quickly travel to a safe settlement, then quickly return to wherever they were in the wilderness?

Well, what if rangers (or whoever) had the ability to create a campsite that worked as a temporary mini-tavern? Whatever leisure activities that can be done at a tavern could be done at a campsite, but at a reduced rate.

I really see no downside to making characters visit population zones every so often. There shouldn't be a set time, but part of solo-play would be learning the system and how to prolong stay in the wild, and you should be able to prolong it almost indefinitely in the higher tiers of survival professions. Playing in groups would involve bringing someone to fill the healing gaps.

Groups could put up a beacon of some sort, but it should be no secret. If there is a watchtower in the area it should become aware of it, as should other players passing by. If you want the location to be secret, you have to remember how to get here, and find your way back. Or this could be a 20th badge ranger ability, or the ranger capstone.